Sleepy Shadow wrote:Bright Cloud wrote:Sleepy Shadow wrote:What would be the point of these? Why do we need them? Why create modules that make balancing yet again more difficult? I think these would just create more problems than they are worth. I donGÇÖt even like damage mods but I do use them religiously.
And if you do these then you also must add range mods and heatsinks. If weGÇÖre going to start taking gun drawbacks away then we must do them all.
We need it as a way to increase the DPS on shield suits. Armor suits have damage mods to increase their DPS. The reason why shield suits+damage mods is a no go is simply the fact that you give up a primary module slot to gain damage, while on armor suits their primary tank stays intact when fitting damage mods into highslots.
The grim alternative from Ratatti would be to move damage mods into lowslots and that would mean armor gets the short stick. So what would you prefer:
- A game where you have damage mods in highslots and rate of fire modules in lowslots
- A game where you only have damage mods but they would go into lowslots
If you dont support it then Ratatti just simply takes the second option which devalues all of your armor suits.
IGÇÖm not a fan of any module that alters gun performance and that includes damage mods. And CCP should have added middle slots from the start anyway; we wouldnGÇÖt have this problem if they had. All races could add damage mods or other performance altering mods without sacrificing their main tank.
And if this came to be, I have no problems sacrificing my reps to get RoF. So I would have three damage mods and two RoF mods which would, again, vastly outdo the Caldari as they cannot sacrifice that many high slots but I can sacrifice two low slots. I can always carry a nifty hive to replenish my armour or swap to reactive plates.
These modules would also be very popular for heavies. Their base HP is so high that a Gallente or Amarr slapping RoF mods instead of plates would be very popular, especially if they are leashed by a logi. I guess the Caldari could use damage mods instead but thatGÇÖs a harsh price to pay.
I would honestly advocate middle slots rather than new modules that have the chance to really make a mess. Or just get rid of the damage mods. Everyone happy then?
Not really, there's still the fact that armor out right beats shield's 90% of the time, and also you can't add medium slot's, too late for that. If shield's must sacrifice HP for damage mod's, armor must sacrifice HP for ROF mod's, that's the logic here.
Switching to reactive's still mean's you're losing considerably HP, yes heavies would use them too, obviously, but if it's only at 10%, it would only help HMG's, FG's and it's variant's (except burst).
35% charge reduction would help all Caldari weapon's (and SCR but it's getting nerfed anyway, and amarr would also have to sacrifice HP for ROF mod's so that in of itself is a +). Shield's would be able to fire their gun faster, anyone in armor trying to stack ROF mod's loses out in HP vs shield's, allowing shield's vs armor to excel prominently better than armor suit's, even with reactive's, shield's still get more shield and more recharge return, after a caldari rebalance, thing's should balance itself out.
Look on Page 1, for my proposal (pretty much the same as this, but give's more detail to the change's that would ensue).